/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayEvent.h
Wait until the specified gameplay tag event is triggered on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If OnlyMatchExact = false it will trigger for nested tags If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitGameplayEvent instead.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Async", Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE")) static [UAbilityAsync_WaitGameplayEvent](API\Plugins\GameplayAbilities\Abilities\Async\UAbilityAsync_WaitGameplayEvent) * WaitGameplayEventToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EventTag, bool OnlyTriggerOnce, bool OnlyMatchExact )